CInfoZombieSpawn::Precache
0x008d48c0 · 242 bytes · __thiscall
_ZN16CInfoZombieSpawn8PrecacheEv
Decompiled
undefined (1 param)
/* CInfoZombieSpawn::Precache() */
void __thiscall CInfoZombieSpawn::Precache(CInfoZombieSpawn *this)
{
KeyValues *pKVar1;
char *pcVar2;
int iVar3;
int in_GS_OFFSET;
CFmtStrN<256> local_12c [5];
char local_127 [263];
int local_20;
local_20 = *(int *)(in_GS_OFFSET + 0x14);
if ((*(int *)(this + 0x440) != 0) && (TheDirector != (CDirector *)0x0)) {
pKVar1 = (KeyValues *)CDirector::GetPopulationData(TheDirector);
if (pKVar1 != (KeyValues *)0x0) {
pcVar2 = "";
if (*(char **)(this + 0x440) != (char *)0x0) {
pcVar2 = *(char **)(this + 0x440);
}
pKVar1 = (KeyValues *)KeyValues::FindKey(pKVar1,pcVar2,false);
if (pKVar1 != (KeyValues *)0x0) {
pKVar1 = (KeyValues *)KeyValues::GetFirstSubKey(pKVar1);
if (pKVar1 != (KeyValues *)0x0) {
do {
pcVar2 = (char *)KeyValues::GetName(pKVar1);
iVar3 = StringAfterPrefix(pcVar2,"common_");
if (iVar3 != 0) {
CFmtStrN<256>::CFmtStrN(local_12c,"models/infected/%s.mdl",pcVar2);
CBaseEntity::PrecacheModel(local_127);
}
pKVar1 = (KeyValues *)KeyValues::GetNextKey(pKVar1);
} while (pKVar1 != (KeyValues *)0x0);
}
}
}
}
if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
return;
}
/* WARNING: Subroutine does not return */
__stack_chk_fail();
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)
Just a Signatures{} block, ready to drop into a gamedata
file. Wire it up in your plugin however you like - SDKCall, DHooks,
raw memory ops, or anything else.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.